IK preview looks jerky in UMotion, but smooth in Unity Timeline

rinrin965 2 months ago updated by AJ Haywire (Haywire) 3 days ago 1

Hi,

I'm editing a motion using IK in UMotion Pro. While working on a jump animation, I noticed that the knees "snap" or move abruptly when they are fully extended. I spent a lot of time trying to make it look smooth in the editor, but eventually gave up because it never looked quite right.

However, when I exported the animation and played it in Unity's Timeline, the motion looked smooth and properly interpolated—much better than what I saw in UMotion's preview.

Is there any way to make the IK preview inside UMotion more closely match how the animation will look in Unity? I’d really like to edit with more confidence, seeing what the final result will actually be.

Are there any settings or modes I should enable for this?

Thanks in advance!

(*This message was written with the help of ChatGPT to assist with translation.*)

Not a bug

FBX Export breaks pose

Anonymous 2 months ago updated by Peter - Soxware Developer 2 months ago 1

Hi,

This is my Export settings:

Image 1539

Using this settings, I could export an Animation to FBX format, but the poses are broken and not animated at all.

Image 1540

This is an original pose in UMotion editor.


Image 1541


Image 1542

These are the broken pose in the exported FBX.

Answer

Hi,
thank you very much for your support request.

The best way to export humanoid animations to FBX is by using the default setting (i.e. "Export to existing file"). Make sure to select the character's FBX file (of the character that you have assigned to the UMotion Pose Editor) as destination file. If you select the wrong FBX file as destination file, you get the errors tha you've mentioned in your other support request.

Unity's humanoid animation import pipeline works best when having a character mesh in the animation file. UMotion can only export the animation data itslef (not the mesh) so the "Export to existing file" mode is the way to have both mesh and animation data in the FBX file.

Best regards,
Peter

Export as a FBX always fail

Anonymous 2 months ago updated 2 months ago 1

Hi,

I got the following error message whenever I try to export an animation as a FBX format.

Couldn't load "Assets/.../umotion_project.fbx"

Answered

pivit move to center

chaitanya 2 months ago updated by Peter - Soxware Developer 2 months ago 1

I edited an animation in UMotion Pro, but when I play the animation, the player's pivot moves to the center.

video

Answer

Hi chaitanya,
thank you very much for your support request.


  1. Have you used the same character inside UMotion Pro as the one you are playing the animation on?
  2. Does your character have scaling applied to any GameObject between the hips and the root?
  3. Does the animation preview correctly in the inspector when you have the *.anim file selected?
  4. Also, please try playing with the root motion settings shown in the inspector window of your *.anim clip.
  5. Please try exporting the animation into the character's FBX model (instead of using the *.anim export). Further help on export settings: https://www.soxware.com/umotion-manual/ProjectSettings.html#ExportSettings

Please let me know how that goes.

Best regards,
Peter

Answered

Cannot download even if I agree to Eula

Anonymous 2 months ago updated by Peter - Soxware Developer 2 months ago 1

I purchased the software during this summer sale and tried to download it. 

The package manager displayed “Please agree to the Eula”, so I read the Eula displayed on Google Chrome and pressed “Agree” at the bottom, but I cannot download the package.

When I press “Agree”, I am redirected to the UnityAssetStore top page, but nothing happens.

Answer

Hi,
thank you very much for reaching out. I'm sorry to hear that you are having issues downloading your purchased asset from the Unity Asset Store. Please contact the asset store support for further assistance, as we as an asset provider do not have control over this type of asset store functionalities.

Thank you very much and I'm really sorry for the inconvenience.

Tip: Please double check that the account you are logged in inside your Unity editor is the same which you used to purchase the asset (and confirmed the Eula).

Best regards,
Peter

Not reproducible

Anim Clip Disappeared

Anonymous 2 months ago updated by Peter - Soxware Developer 2 months ago 1

Wanted to try out this tool before buying the Pro version, but I encountered a worrying problem today.

After creating a new clip, and animating with it, I exported the animclip and continued working on the project. After a while, I went back to ClipEditor and the new clip that I created earlier was gone from the umotion project.

Is there some bug in the umotion asset autosaving or could the data have been removed from an undo operation in another part of the editor?

Fortunately, I could restore the project from backup and the new clip came back.

Has anybody else encountered this issue before? I hope it gets fixed.

Answer

Hi,
thank you very much for your support request. At the time of writing, I do not know of any bug that could cause an animation clip to disappear from a UMotion project.

But here some additional information, that might help you explain your situation:

Unity saves *.asset files (like the UMotion Project file) as soon as you click on "File --> Save Project" or if you close Unity. Unintuitively, pressing CTRL + S only saves the scene, not all the *.asset files in your project.

UMotion does use Unity's undo/redo stack. So yes, when undo-ing in a "incautious" way you can accidentally undo changes done inside of UMotion.

Please let me know in case you have any follow-up questions.

Best regards,
Peter

Help! Struggling to convert animation to work on VRM model

Anonymous 3 months ago updated by Peter - Soxware Developer 3 months ago 3

Hi,

I created some animation in Cascadeur, exported it to Unity, and I'm trying to have the animation play on the VRM model so that I can use the physics feature. I followed the tutorial, and no matter what configuration I choose, it just doesn't work. The outcome is that either the model is a mess, or it doesn't move. The animation comes as Generic, and I have already tried converting to Humoid or vice versa.

I appreciate someone reaching out on this soon as possible.

Thanks.

Answer
Anonymous 3 months ago

Never mind! I am an idiot! I thought the idea was to use any animation, and you use a FBX model to apply that said animation to. I misunderstood it, but now I've got it working.

How to export smaller clips from a longer clip?

Digital Adam 3 months ago updated 3 months ago 0

I have this 90 frame animation in one clip. I'd like to export a clip from 1-60, and then another from 61-90. Right now I'm using 'Edit > Crop to Playback', exporting the animation, undoing the crop, then doing it again for the other animation. Seems like a lot of steps. Is there an easier way that I'm unaware of? Thanks.

Answered

I have a character with a tail that I would like to animate

Digital Adam 3 months ago updated 3 months ago 3

I have uMotion Pro, and I'd like to add the bones from my characters tail that I would like to animate. Is there a video or doc to explain how to set that up? Thanks.

Answer

Hi Digital Adam,
is your character of type humanoid? For humanoid, only the "typical human bones" are enabled by default. You can enable additional bones from within the config mode in the pose editor:

  1. Open config mode (in the Pose Editor)
  2. In the rig hierarchy tree view, select the bones you want to enable
  3. In the "Properties" tab, set "visibility" to "show".

In this video tutorial, you get a complete overview of the config mode: https://www.soxware.com/umotion-manual/Lesson5.html

Tip: For animating tails, I recommend selecting all tail bones at once (hold SHIFT while clicking on the "parent-most" bone of the tail). Then simply use the rotation tool. This evenly applies the rotation to all selected bones at once, creating a smooth and natural looking bend.

Please let me know in case you have any follow up questions.

Best regards,
Peter

Answered

Installation issues

Joe Fender 3 months ago updated 3 months ago 4

There's a few issues I wanted to ask you about with installing the Pro package:

1) It automatically installs TextMeshPro into the project. I have been avoiding adding that to my project for various reasons, and didn't know it was required by your asset. Is there no way around that?

2) When I install the pro package I get this error. I'm on Unity 6000.1.2f1. Are you able to update your scripts to support the more recent versions of Unity please?

Image 1531

3) If I try to open example scenes, I get this error spam in the console:
InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings.

The legacy input system is disabled in our project settings. We only use the default (aka "new") unity input system and I don't want to enable the legacy one to avoid project bloat. Any way around this?

Answer

Hi Joe,
thank you very much for your support request.

1) It automatically installs TextMeshPro into the project. I have been avoiding adding that to my project for various reasons, and didn't know it was required by your asset. Is there no way around that?

You can safely remove TextMeshPro from your project. UMotion doesn't require it.

2) When I install the pro package I get this error. I'm on Unity 6000.1.2f1. Are you able to update your scripts to support the more recent versions of Unity please?

UMotion supports a wide range of Unity versions. The API Updater just tells you, that it found some older API function calls (which UMotion needs to support older Untiy versions). You can safely confirm with "Yes". UMotion is tested and works fine under Unity 6.

3) If I try to open example scenes, I get this error spam in the console:
InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings.

The example scene uses the classic Unity GUI system. It only displays some 3D texts to give some description to the examples. You can create an empty Unity project that supports the classic Unity GUI just for trying the sample scene. In your actual work project, you can safely remove the entire "UMotion Examples" folder as it's not required by UMotion.

Please let me know in case you have any follow-up questions.

Best regards,
Peter